Revision as of 11:14, 15 January 2017

Shaft is one of the most unique turrets in the game, sporting a diverse number of features not seen on any other machine. Not only does it have the capability to fire low-powered rounds at opponents through just a tap of the space bar, but holding it down will allow the user to zero in on their targets through a scope, dealing damage depending on how long they hold the space bar down. Under these conditions, Shaft can deal the highest amount of damage per shot in the game, but there are several minor problems that arise when going into sniping mode. After holding the space bar for a while, a guidance laser will begin to appear, possibly revealing your position and scaring away potential targets. Secondly, and probably more notably, your tank is completely immobile during this time. A medium or heavy hull is recommended for use of this turret, in the event of someone sneaking up on them by surprise.

Description in Garage

A great choice for a sniper. It is the only gun with an optical scope attached, allowing it to easily hit targets at long range. Can also fire short-range without using the scope. Works well with any hull, but light hulls risk flipping over from the recoil!

Table of characteristics

Min sniping damage (HP) — The minimum damage that can possibly be dealt to an enemy tank when in sniping mode.

Max sniping damage (HP) — The minimum damage that can possibly be dealt to an enemy tank when in sniping mode.

Arcade damage (HP) — The amount of damage dealt to an enemy tank when in arcade mode (i.e. not in sniping mode, shooting like one would with Smoky or a similar weapon).

Impact force in arcade mode — The physical impact of a turret's projectile on enemy tanks upon contacting them with a standard arcade mode shot.

Impact force in sniping mode — The maximum potential physical impact of a turret's projectile on enemy tanks when hitting them with full charge in sniping mode. The impact force increases steadily from the impact force in arcade mode to its maximum.

Recoil — The physical impact of the turret upon its own tank when shooting.

Arcade shot reload (sec) — The required time for Shaft to reload an arcade mode shot after releasing one.

Energy per arcade shot (eng) — The amount of energy spent by the turret per arcade shot.

Recharge (eng/sec) — The amount of energy recovered per second that can be used for firing.

Rotation speed (deg/sec) — This is the maximum speed that the turret can rotate at.

Energy consumption sniping (eng/sec) — The amount of energy spent by the turret per second under sniping conditions. Once the amount of energy available reaches zero, the turret cannot use more energy, and the power of the currently loaded shot will not increase further.

Stored energy — The total amount of energy Shaft has available to expend for firing.

Auto-aim upwards (deg) — The angle range that auto-aim will effect if a target is above the turret's horizontal plane. Only applicable with arcade mode shots.

Auto-aim downwards (deg) — The angle range that auto-aim will effect if a target is below the turret's horizontal plane. Only applicable with arcade mode shots.

Transparent bushes range min (m) — The range in meters at which bushes become transparent under sniping mode conditions. Immediately after entering sniping mode, this value steadily increases to the value of transparent bushes range max, in correlation to the turret's energy consumption.

Transparent bushes range max (m) — The range in meters at which bushes become transparent under sniping conditions after having zoomed in as far as possible.

FOV max (deg) — The total field of view in degrees upon first entering sniping mode. Decreases to FOV min in correlation to the amount of energy consumed when sniping.

FOV min (deg) — The total field of view in degrees after consuming all energy and continuing to hold down Space.